This is an
adventure game that takes place in the fictional town of Anozira. Al Emmo is
not your traditional hero and there is a lot of comedy in this game. Sit back
and enjoy!

As in any
adventure game be sure to explore thoroughly, exhaust all dialogs, and pick up
anything that is not nailed down. There is a narrator that will occasionally
give hints and witticisms.

Controls and inventory are in the
upper right hand corner of the screen.

You can also right click for eye,
hand, mouth.

Settings, about, help, save and
restore are in the upper left corner of the screen.

Double clicking will make Al run.

The game can be played without the
disc in the drive.

Manual and readme.txt can be found
in the game files.

BIG HINT….the cursor icons have a
very small circle on them….focus the circle on your subject even if the rest of
the icon is outside the subject.

ACT 1: Dude, Where’s Your Train?

Introduction: Click on
Introduction at the top left of the game screen to get a background of the
story. Al Emmo arrives in Anozira by train looking for a mail order bride. He
is to meet Ivanna at Kevin’s Saloon.

Train
station:
After arrival talk to the station master at the ticket window. He informs Al
there won’t be another train for a week. Talk to him about everything and ask
him to refund your money for the return trip. You have no money unless you get
that refund.

Cemetery:
Head west to the cemetery. Read the tombstones and chuckle. Pick up the
daffodil. Go to the back of the cemetery and look at the hole, recently
dug. Pick up the human bone. There is nothing else to do here so go
back to the train station and head north to town.

Look at the
animal in the enclosure. Go to the Post Office and the Sheriff’s office and
find the doors locked.

Kevin’s
saloon:
Go west into town and into the saloon. Click the hand icon on the bar stool so
Al will sit on the stool. Talk to Kevin about everything. Ask him about a room
and he will give you a key to the room upstairs. After a cutscene in
which Rita Peralto sings go upstairs and put the key in the lock. Oh..oh…it
broke! Go downstairs and talk to Kevin again. Ask about Rita, you want to meet
her. Kevin will give you a Ritaflyer. Read it and find out that
Rita likes a flower from the Saguaro plant. Before leaving the saloon go to the
table behind Al and pick up the mustard. Read the drink menu and
order the Tequila (with Agave worm). The drink lands on the floor……smashed.
Pick up the Agaveworm and put it in inventory. Go to the ashtray
under the dartboard and take the cigarette butts. Talk to Bill, the piano
player, and discover that the piano is out of tune. Something about a ‘wrong
key’. Hummm…….

Mayor’s
house:
Leave the saloon and go to the large green building. Enter by the door on the
side. Talk to the mayor. Ask about the saguaro bloom. He will tell you there
is one in bloom out by the bull pen. Look at the book on the table behind the
mayor. The book of Births, Deaths, and Marriages. Go to the mantle and take an
ammunition shell. Look around a little more and exit.

West of town:
Go west out of town and see a small pile of rocks near a cactus. Pick
them up. They will come in handy later. Continue west and see a stick
at the base of the tree. Pick it up. Go back to town.

Koko’s:
Go
into Koko’s and look around. Talk to Koko until all conversation is exhausted.
Go to the shelf and pick up Cost Mo’magazine and a map of
Anozira. Purchase these two items as well as an empty glass flask.
The map can be found in the bottom left corner of the screen, not in inventory.
It can be used to travel instantly to another area of the game. Nothing will
be visible on the map until you have visited an area the first time.

Dispensing
machine: Exit Koko’s
store and click on the machine next to the stairs. It dispenses wombat food.
Purchase some. Let’s go back to the saloon and see if we can get a key for the
door.

Saloon:
Use
the ‘eye’ cursor on the piano keyboard. Ah ha…Bill is using a key as a
substitute for his missing piano key. Try to take it. No luck. Talk to Bill
again and he will tell you he is quite fond of a drink called Blazin’ Kev. Go
to the bar and pick up the matchbook. Talk to Kevin about making a
Blazin’ Kev. He is reluctant to make one because it burned off his beard last
time he made one. However, he is willing to let you make one.

Mixed drink
puzzle: First puzzle of
the game. See all the bottles on the shelf, each with a different name on it.
The name of the drink is

*B L A Z I N K E
V* so try the ingredients that start with those letters. Once the drink is
made use your matchbook to light it. Be quick about it before the alcohol
evaporates. If you don’t light it fast enough just make another drink. When
you have the drink take it to Bill and give it to him. He will tell you he
likes it on the ‘rocks’, sooooo……go into your inventory and put some rocks into
the glass. When he drinks it take the key on the keyboard. Be quick
about it. Once you have the key go upstairs and try it on the door to your
room. It works! Look at the bed and under it. Find a broken whip.
Pick it up for your inventory. Exit the room and the saloon.

Mayor’s
house: Go back to the
mayor’s house and see a young boy sitting on a pile of rocks next to the house.
Talk to him. He is not very respectful. He challenges you to take the flag
from his dad’s flagpole to prove you are not dumb. If you keep talking to the
boy he will keep taunting you. Go between the buildings and take the exit going
north. You will see the Hospitality House. Take the path next to it and go
around to the left.

Bubba’s
barnyard:
Meet Bubba and see the red flag on the pole. Talk to him and ask him to lower
the flag. He will only lower it for two reasons: Cleaning or for someone who
has departed. Tell him someone has departed and ask him to lower it. He wants
proof of the departed. He will accept hard evidence and an authentic paper from
the mayor. Go back to the fountain in front of the Hospitality House and use
your empty glass flask on it. Get water in the flask. Use the water on the
human bone in your inventory. That will clean the dirt off it.

Mayor’s
house: Then go to the
mayor’s house and use the hand icon on the book of Births, Deaths, and
Marriages. You forge the mayor’s signature and take the page.

Bubba’s
barnyard: Go back to
Bubba’s and give him the bone and the page from the book. He accepts both and
lowers the flag. Go over to the horse in the barnyard and pet him. This will
give you a lengthy horse hair. Now we need to find a way to get the flag
without getting caught. How can we distract Bubba?

Town: Go back to
town and go west until you see the pile of rocks. Take the path to the north
until you see the cactus with the blooms on it. Go west and see a wagon wheel.
Pick up the damaged horseshoe next to the wheel. Use the map in the
lower left of the screen and click on ‘town’ to get back there quickly.

Back to
Bubba’s: Go back to
Bubba’s Barnyard. Give him the damaged horseshoe and ask if he can fix it.
When he goes into the barn go to the flag and squirt mustard on it. When he
sees it he will take the flag down and go to the fountain by the Hospitality
House to soak it. He will leave it there. Go to the fountain and take the
flag.

Get cactus
flower: Go back to town
(you can use the map if you like.) From there go west and then north to return
to the saguaro cactus with the blooms on it. Put the red flag on the cactus and
then open the gate where the bull is standing. The bull will charge the cactus
with the flag on it and knock it over. When he leaves go pick up the saguaro
bloom. Go back to Kevin’s saloon and give the saguaro bloom to Rita. Watch
the cutscene………..”Poor Al”

ACT 2: Enemy of the Date

Al comes down
from his room and Kevin gives him encouragement about Rita. Leave the saloon
and go back to Bubba’s. Talk to Antonio Bandana, standing outside Hospitality
House. This will give you information about him. At Bubba’s, pick up the
hammer by the post.

Desert west
of town: Go back to town
and west from there. Head north until you come to the saguaro cactus, turn west
until you come to the wagon wheel. Go south until you come to a short barrel
cactus. Use your hammer on the cactus to get a Barrel-hook needle. We
now have the items in inventory to make a fishing pole. Combine the broken
whip, lengthy horse hair and barrel-hook needle. Voila! You have a fishing
pole and hook.

Oasis:
Head
back to the saguaro cactus by the bull pen, that’s north and east. When you see
the bull pen take the east path by the fence until you come to the oasis.
Beautiful, isn’t it? Move Al next to the water. In inventory combine the
fishing pole with the Agave worm. Cast the worm out on the water. Al catches a
Desert Mudpuppy fish. The fish swallows the hook but no worries.

Desert
exploring: Go west, south
and then east. We are in new territory now. Move east again and see a
carcass. Use the hand icon on it and get a cow bone. Continue east, see
a cave on your left, then north along the same path. Then take the northwest
fork until you come to a small plateau with non-spiny aloe vera plants. Take a
piece of the aloe vera plant. Go back east until the fork in the road.
Take the northeast path until you see some oleander plants on your left. Take
an oleanderflower. Continue on the path around the bend. Go
east; past a fork in the road, and then south until you see a bear trying to get
a prairie dog that keeps popping up from holes in the ground.

Prairie dog
puzzle:
Use the fish in your inventory on the bear. He will move away to eat it. The
prairie dog complains that you got rid of the bear when he was about to get it.
He pops Al with a few bazooka shots, and then throws a few items out of his
hole. One of the items is a bear claw, proof that he has one. Pick up the
bear claw and talk to the prairie dog. Oops, the prairie dog swiped Al’s
glasses. Use your hammer on the prairie dog with the red rag on his head. Hit
him three times, and then you can take your glasses. Take the bear claw.
Combine it with the hookless fishing rod to get fishing rod & claw.

Prickly pear
fruit: Go back to the
wagon wheel again. You can use the map and click on the Oasis, then go west to
the saguaro cactus. Go west again until you see the wagon wheel. Go north from
there until you see an impassable gully. Use the fishing rod & claw on the
prickly pear fruit on the other side of the gully. Now you have fishing rod
& pear fruit. Use your map and head back to town.

Talk to Rita:
Go into the saloon and talk to Rita. Now you have a date for a ride and
dinner. Uh…oh, that means you need a horse.

Bubba’s
barnyard:
Go to Bubba’s and talk to him about a horse. He asks you three questions to
determine which animal to give you. It doesn’t matter what you answer because
he has already determined what animal to give you. A cutscene ensues when
Antonio shows up and Bubba gives him the stallion that Al wanted. Bubba gives
Al a mule. Bubba explains that the mule is not in good condition. Use the hand
icon on the mule. Al gets on the mule and tries to get it to move, no luck.
Use the fishing rod & pear fruit from your inventory and now the mule will
move. Ingenious! Exit the barnyard and head back to town.

Rita’s
house: Once in town go
east to Rita’s house. Walk to the gate and open it. Once it is open throw the
cow bone from your inventory to the dog. It will go away. Walk to the door and
knock. When Rita opens the door Al gets trapped behind it. Who should come
along? Antonio, of course. A cutscene ensues with Antonio taking Rita for a
ride on his steed.

ACT 3: Shallow Al

Next morning Al
comes down from his room and talks to Kevin. He suggests that Al needs a bath.

Oasis:
Use the map to go to the Oasis. At the Oasis he meets Pammy Sanderson, the
lifeguard at the Oasis. Talk to her and tell her you came to bathe. She will
keep an eye on you but Al doesn’t want to bathe with her watching. Talk to her
until her sunburn comes up. Maybe you can help her out with some sunscreen.

Koko’s:
Use
your map and go back to town. Go into Koko’s and talk to him. Ask about
sunscreen and give him the aloe vera leaf from your inventory. He gives you the
sunscreen.

Oasis again:
Use the sunscreen on Pammy. She doesn’t like it, it smells bad. She wants Al
to make it smell better. She wants natural ingredients.

Town:
Talk to the mayor about natural methods for making something smell better. He
tells you about some small yellow flowers that smell the best after the rain.

Desert:
Go back to the location where you found the oleander flowers. REVIEW: Go to the
Oasis, fill your empty glass flask with water, and then go west from there to
the saguaro cactus. Go south to the intersection, then east. Go east again
past the carcass. Continue on and you will see the cave on the left side.
Continue from there until you see the intersection. Go northeast until you see
the oleander. Keep going around the bend and you will see some bushes with
small yellow flowers at the next intersection. Pour some water from your flask
on them and then use the sunscreen bottle on them to get fragrant sunscreen.

Oasis:
Use the fragrant sunscreen on Pammy. Now it’s not smooth enough.

Hospitality
House:
Use the map and go back to town. Take the exit that goes to Bubba’s barnyard.
You will be at the Hospitality House. Go inside and see a lube dispenser at the
end of the foyer. It costs a dollar so use your money pouch on it. Then use
the sunscreen on it to get smooth sunscreen.

Oasis:
Back to Pammy. Use the smooth sunscreen on her. Now it’s too runny.

Bubba’s
barnyard:
Go back to town and then to Bubba’s barnyard. He has some molasses in the
barrels in front of the barn. Use the sunscreen on the barrel and now you have
thick sunscreen. “Just the way Pammy likes it.”

Oasis:
Use the thick sunscreen on Pammy. She tells Al that Antonio is not
royalty………..’hummm’…. She falls asleep.

ACT 4: The Torn Identity

Hospitality
House:
Go into the house and knock on the door with the bull head on it. Talk to Lou
about a job. He will hire you but first you will need a dress, makeup, fake
bust and a wig. Exit Lou’s office and go to the next door over (without a sign
on it.) Use the pointy stick in your inventory to get a dress on the
clothesline.

Oasis:
Go to the oasis and get some melons.

Post office:
Go back to town and on to the post office. Use the Cost Mo’ magazine on Al to
get a makeup ad. Go over to Rick, behind the counter, and talk to him
about everything. Then use the makeup ad on him and ask him to mail it for
you. He prepares it and tells you to put it in the ‘out’ slot. Al hopes to get
a speedy delivery.

Train
station: Exit the post
office and go to the train station. Talk to the FED UP guy, on the horse. He
throws your package on the ground. You retrieve your makeup tin. Talk
to the cross dresser on the bench. He wants to quit his line of business and go
into construction, but he doesn’t have any tools. Give him your hammer. He
thanks you and gives you his wig.

Hospitality
House:
Go back to Hospitality House and go into the dressing room on the left. When Al
comes out he is dressed like a woman. Go to Lou’s office and talk to him. He
gives you the key to Room 3. The customer is waiting. Use the key on
Room 3 and go in. Talk to Antonio. He wants you to get to work. Go to the
right side of the bed and see Antonio’s clothes on the floor. Move back to the
end of the bed and use the hand icon on it. Watch the action and follow
Antonio’s instructions when you come out from under the blanket. He will talk
about building an empire. When he falls asleep go back to his clothes and find
Antonio’s business card. Oh, what a fraud! Now you have the proof. Go
back to the dressing room and shed those clothes. Go back to see Lou and get
paid for this job. Lou pays you with an inflatabledoll. You now have a
Drag costume and a deflated doll.

Saloon:
Go back to the saloon and give Rita Antonio’s business card. Watch the cutscene.

ACT 5: Free Billy

Talk to Kevin.
After the conversation, go to the Sheriff’s office.

Sheriff’s
office:
Talk to the sheriff about the Indian raid. He tells you they took something
from Rita’s house. Rita is ok. Ask to talk to the Indian. The Indian won’t
talk; maybe you need to get the sheriff out of the office. Go outside and
examine the gallows. They don’t appear to be in great shape. Go back inside
and talk to the sheriff. He won’t budge. You need to find a distraction and a
loud one.

Saloon:
Talk to Billy. He is depressed. His wife left him and he wants to pack it in.
Hint about the gallows. After three hints Billy doesn’t get it. You suggest he
hang himself. Oooo….that’s awful. Follow Billy to the gallows.

Gallows:
You hope the sheriff is right about it not being able to support an adult’s
weight. Oh no… Billy added support to it and he is fixin’ to do the deed. Use
your matchbook on the ropes and then go inside to the sheriff. There is a big
thud and the sheriff goes outside to investigate. Talk to the Indian, he wants
out. Al doesn’t trust him not to kill him if he lets him out. The Indian gives
Al his knife as proof. Go get the key on the wall next to the sheriff’s
desk. Use it on the cell door. Al tells the Indian to go. The Indian
hesitates because he is afraid the sheriff will see him. An idea! Give the
Indian your drag costume. After changing clothes the Indian comes out of the
cell and picks up the sheriff’s gun from his desk. He tells Al to keep his
knife. As the Indian is leaving he invites Al to come to his camp, he is always
welcome. The password is: STOP THAT. Put the key back on the wall and go
outside to talk to Billy. When he leaves pick up the rope.

ACT 6: Indian, a Stone, and the
Last Town Raid

Looking for
the Indians:
Take the path to the east. Keep going past the carcass. Continue east.
Continue past the cave on the left. Then take the path to the northeast to the
oleanders. Keep going past the oleanders until you come to the bushes with the
little yellow flowers. Continue east until you see the small rocks with
inscriptions. Keep going east and you will see two Indians up on a high
plateau. If you go ahead they will shoot arrows at you. Use the talk icon on
them and shout the password: STOP THAT! Now you can move to the base of the
cliff just below the small pointy rock. Use your rope on that rock and climb up
to the Indians. Talk with them. After several attempts they will understand
you. They tell you where to find the chief. Go east to the tents. Use the
hand icon on the tent in the center and enter to meet the chief. Talk to him.
The chief wants to trade the ancient stone they took from Rita’s house for some
‘cocoa acid water.’ Exit the tent and go back to the rope. Climb down and go
back to town.

Koko’s:
Talk to Koko about making you some ‘cocoa acid water’. He calls it Koko’s
Kola. He will need the ingredients; an egg, prickly pear fruit, tobacco ash,
and gunpowder. We have everything we need in inventory except the egg.

Back to the
desert:
Use the map to go to the Indian Plateau. Exit there and go west. Then go north
at the bushes with the yellow flowers. You will see a nest with an egg in it.
That cholla plant is mighty sharp. We will have to find something to cushion
the egg. Use the deflated doll on the cholla plant. Go up the path on the
right to the point that overlooks the nest. Use the rocks from inventory and
throw them at the nest. After five tries and several insulting remarks from the
narrator you finally knock it down. Pick up the speckled bird egg and
the doll. Exit the area. Use your map to go back to town.

Koko’s:
Give Koko the egg. Use your knife with the ammunition shell and give the white
gunpowder to Koko. Give the prickly pear fruit to Koko. Give him the cigarette
butts from the saloon. He mixes it up and gives you Koko’s Kola.

Indian
Plateau:
Visit the chief again and give him the Kola. In return he gives you the
stone half. The chief holds a ceremony and tells Al of the Aztec gold. You
will need to find the other half of the stone.

ACT 7: Terminator – Rise of the
Termites

Indian camp:
When you awake you see the Indian that you rescued still dressed in the drag
costume. Talk to him. Exhaust all conversation. Go back to town.

Town:
You see a man setting up explosives around the mayor’s house. Use the eye icon
on him. Then talk to him. He is going to blow up termites around the mayor’s
house. Exhaust all conversation with him. He pushes the plunger but nothing
happens. Go into the house to the foot of the stairs. See the termite
infestation on the wall. Leave the house.

Desert:
Go
back to the saguaro cactus. Go west to the wagon wheel. Continue west to the
gorge with the broken bridge. Use your knife on the rotting tree. You get wood
shavings which you put into your empty flask. You now have jar with rotting
wood. Go back to town.

Mayor’s
house: Go into the
mayor’s house and use jar with rotting wood on the termite infestation. You
capture all of them. You now have termites. Go outside and use the
termites on Everett. After the conversation he will leave with the termites.
Use the hand icon on the plunger and get dynamite.

Gorge with
dead tree:
Return to the gorge with the dead tree. Use the dynamite at the base of the
tree. Before Al can push the plunger a bird lands on the dynamite. Watch as
the bird leaves and Al will reposition the dynamite. Before Al can move away
the bird lands on the plunger and blows up the dynamite. Ooooo………that hurts!
The tree falls across the gorge. Walk across the tree and up the stairs. See a
miner’s cabin. Approach it and look at the door. There is a puzzle on it. You
don’t have enough information to unlock it so go back to town.

Rita’s house:
Knock on the door. After the conversation with Rita ask her to show you Jacob
Waltz’s room. Pick up the flask on the table. Go to the bed and use the
hand icon on the pillow. Find Dutchman’s journal. Read it. When you
pick it up a piece of paper falls out of it. Pick it up and get a paper with
strange letters. Leave the room and you will talk to Rita again. “Friends,
well that’s a start.”

ACT 8: Bridges, Stones, Diaries

Post office:
Go to
the post office and show the paper with strange letters to Rick. Ask him to
decode it. He insults you but finally gives you a hint. For each letter go
back 4 positions. So an ‘O’ would be a ‘K’ and so on. Decipher the message
using that code. The message is different for each game so I cannot give you
the answer.

Miner’s
cabin:
Go back to the miner’s cabin and use the code on the front door. The door will
open. Go inside and look around. Pick up the shovel. Look at the
uneven floorboard. Use the hand icon on it. You pull it up and expose a locked
chest. It will need a key to open it.

Bubba’s
barnyard:
Go back to Bubba’s and talk to him. He will tell you about the mule he rented
to Jacob. The same mule he rented to you. Bubba said when Jacob brought it
back it had terrible indigestion. Remember that there was an entry in Jacob’s
journal about the mule eating Jacob’s key. Go over to the mule in the barnyard
and feed it the oleander flower. It works, the mule spits out the key. Pick up
the chest key.

Miner’s
cabin:
Go back to the miner’s cabin. Use the chest key on the hole in the floor. You
get a Peralto journal, a half stone rubbing, and salted
licorice. Read Peraltos journal. Then combine the half map rubbing with
your stone in inventory and get a full map rubbing. Al eats the salty
licorice before leaving the cabin. It is nighttime now and Al heads for the X
on the map. He arrives at the plateau where he got the aloe vera leaf. He
needs to get down to the lower level. Try using the shovel to dig a hole.
Well, that didn’t work. Head back to town.

Town: Go to where
the wombat enclosure is and see the wombat moving around. Feed him some wombat
food and then you can pick him up. You now have a wombat in inventory.
Return to the plateau.

Plateau:
Use the wombat on the ground and he will dig a hole. Follow him down to the
lower level. Exit to the north.

Mine:
You arrive at the cave which is the mine entrance. Enter the mine.

ACT 9: The Peraltos

Mine:
Pick up the lantern and use your matchbook to light it. Step onto the
old elevator and use one of the ropes to make it go down. Go west and pick up
the pickaxe. Go back to the east and through the tunnel. You come to
some tracks. If you go west it’s a dead end. Go east again and follow the
track south. The track stops at a cliff. Find a way to get down. Use your
rope on the track and climb down. There is a small plateau to the right but you
can’t get up there. You must find a way to get up there. Go back to the rope
and climb up. Go east and see a mine cart. Use the pickaxe on the switching
mechanism next to the cart. It won’t stay by itself. Let’s look around for
something to help. Go east on the track and see a tar pit. Use your empty
flask on the tar to get jar with tar. Go back to the mine cart and use
the jar with tar on the mechanism and then the pickaxe. Al will pull on the
pickaxe and even though it breaks he feels that the track is switched. Go on
the east side of the cart and push it until you come to short track. Give it
one final push and it goes over the edge of the cliff, landing near the
plateau. Use your rope on the track and climb down. Use the hand icon on the
cart and Al will climb up to the plateau. Go east and Al will see a fast moving
river flowing east. You have just the thing to float that river. Go to your
inventory and click on the doll. Then click the doll on Al. He will inflate it
and drop it in the river and jump on. Quickly right click through the icons
until you have the hand icon. When Al comes to the next set of stairs click the
hand icon on them and he will go up just before the river drops down. Go north
and Al comes to what looks like a guy on a throne and a pattern of tiles on the
floor.

Slider
puzzle:
Below on the left is a picture of the unfinished slider. The finished picture
is on the right. Click on the tile you want to move. To place the last tile
you will have to exit the puzzle and pick up the tile on the floor. Then you
can re-enter the puzzle and click the last piece on the empty space on the lower
right corner.

When you
complete it an opening will appear below the face on the wall. Use the hand
icon on the button once.

Looking for
treasure: Exit the scene
and see that the river has stopped flowing. Move to the bottom of the stairs
and use the hand icon on the ladder. Climb down. Go into your inventory and
click on the stone half to make it available for use quickly. Exit to the west
and who comes in but Antonio. Listen to what he has to say. When he finishes
quickly cycle through your options and put the stone half into the hole in the
Aztec face. If you are not fast enough you will be able to try again. When
this is done a door will slide open and Antonio forces you to go through it.
Now you are faced by another door. A voice tells you that you will have to
answer five questions to see if you are worthy to pass through. Most of them
are common knowledge but the answers to the game related questions are:

Yes, you
are a virgin

You are
42 years old

Your name
sounds like ‘Alamo’

Anozira
is Arizona spelled backwards

The genre
for this game is ‘adventure’

The gold
belongs to the Aztecs

One of
the answers is ‘selfless wealth’

With each
correct answer the next door opens until you get through five of them. If you
flub up you will be able to try again with different questions.

Treasure
room:
Al enters the treasure room and goes forward to pick up the Aztec treasure
chest. Antonio follows him into the room and the door slams shut trapping them
inside. This also wakes up the Aztec curse in the form of a skeleton with
pistols. Try to help Antonio open the door. It doesn’t work. Antonio sees a
lever across the room and wants Al to activate it. If you stay behind the rock
where you are you are safe. Now how can Al get to that lever without being
shot? Look behind Al at the statue. Use the eye icon on it and Al notes that
it would be a good place to hide. Look at the altar where Al picked up the
gold. Move up the path until you are southwest of that, more west then south.
When you get to the right place the skeleton will stop shooting. Wait there a
bit and plan your next move. Now take a small step forward until the skeleton
moves behind the altar. Turn around and run behind the statue when the skeleton
just appears from behind the altar. Remember to double click to make Al run.
If you time it right the skeleton will chase after you and spot Antonio. If the
skeleton stops before seeing Antonio move cautiously out from behind the statue
just a few steps until the skeleton moves again toward Antonio. When the
skeleton engages Antonio you can run behind the altar and pull the lever. As
long as Al holds the lever Antonio can escape through the door. After that when
you release the lever the skeleton moves toward you. Not to fear, the skeleton
is really Peraltos ghost, who Antonio murdered. Go into your inventory and get
the Rita flyer. Show it to the skeleton. He lets you go so you can stop
Antonio before he leaves the mine with the gold. You will have to move quickly
to get to the top of the ladder and stairs before the river starts flowing.
When you get there the river starts flowing again. Go back to the slider puzzle
and see that the tile next to it is broken now. In inventory combine the tar
with the broken tile and it is fixed. Put it in place on the puzzle and press
the button to stop the flow of the river. Go back to the river and go west to
the plateau. Climb down the mine cart and see that Antonio has taken down your
rope. In inventory combine the rope with the broken pickaxe head. Now you can
throw it up and it will anchor to the top so you can climb up. Now go back to
the elevator and see Antonio going up. In inventory use the fishing rod with
hook in the elevator mechanism to jam it. Antonio comes crashing down. The
elevator stops just above you. Step under the elevator and Antonio will start
shooting at you. Move quickly back and forth under the elevator and it will
start rocking. Keep doing that until Antonio falls off and gets buried under a
pile of rocks. I found that if I clicked just outside the shadow of the
elevator on each side it would start the platform rocking violently with
Antonio’s movement. Pick up the chest and watch the end of the game. Also
watch the credits to the end.

I hope you
enjoyed the game……I did. Congratulations Himalaya Studios!

This walkthrough
is the property of Rice burner and Gameboomers. It is not to be altered or used
in any way without the written consent of Rice burner or Gameboomers.